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Auf Achse: Das Kartenspiel thumbnail

Auf Achse: Das Kartenspiel

Auf Achse: Das Kartenspiel Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Setup
  • General Course of Play
  • 1. The Route
    • Further examples explaining the above
  • 2. The Cards
    • a. The Kilometer Counter
    • b. The Kilometer Cards (10 ... 120)
    • c. The Rest Cards (Petrol Station)
    • d. The Action Cards
  • 3. Topping Up Hands
  • End of a Stage
  • End of the Game

Components

  • 1 start card;
  • 77 kilometer cards (with values between 10 and 120) (7 x 10, 20, 30, 40, 50, 60; 6 x 70; 80, 90, 100, 110; and 5 x 120);
  • 20 action cards (6 x +1, 6 x -1, 6 x -50, 2 x +2);
  • 12 rest cards;
  • a sheet of paper and a pen to record the points.

Goal of the Game

The winner is the player who has driven the farthest after 5 stages.

Setup

The youngest player takes the first round. They receive the start card and lay it face up in front of them.

All other cards are shuffled well. These cards are dealt one at a time, face down and in turn order, until each player has 10 cards in hand. The remaining cards are placed in the middle of the table as the discard pile.

General Course of Play

The game consists of 5 stages in total. Each stage in turn consists of several rounds. One round always proceeds as follows:

  • Each player takes a card from their hand and places it face down in front of them on the table. This is the start of their own route.
  • Then, beginning with the start player, all players choose a next card and place it, likewise face down, on top of one another in the middle of the table. This forms the so-called kilometer counter. Afterwards, these cards are turned face up and carried out.
  • Finally, all players top up their hands again to 10, and the start card passes to the next player.

A new round begins. Again, each player adds a card to their route, and then again places a card in the middle of the table on the kilometer counter. These rounds repeat until a stage has ended. Afterwards, for each player, the kilometers covered on their own route are recorded. Then the next stage begins, and so on.

After 5 stages the game ends. Whoever can show the highest number of kilometers on their route is the winner.

1. The Route

In each stage, each player systematically builds their own route. The route shows how many kilometers have been covered. Cards are always laid face down and are only turned over at the end of the stage.

Example: on your own route, cards may only be laid on the right-hand side, not on the left and not between two other cards.

The values of the kilometer cards in a route must always be in ascending order. Only such cards can be scored at the end of a stage.

Example: 20 - 40 - 50 - 70 - 80 - 120

If a route contains one or more breaks, only the kilometers after the last break are scored.

Example: 30 - 50 - 40 - 60 - 60 - 70 - 90 Scored: 60 + 70 + 90 = 220 km

Rest cards may also be placed in a route, but preferably not two or more in a row, as this is also regarded as a break. A rest card has the value 0. A rest card may also be laid as the first card of a route, or between two cards that directly follow each other in value.

Example: rest - 10 - rest - 40

Action cards in a route always count as a break; they also have the value 0.

Further examples explaining the above

  • 10 - 20 - 40 - 80 - rest - 120: a fully valid row, value 270 km.
  • rest - 40 - 50 - 70 - 30 - 90: a row with a break; it only yields 120 km.
  • 20 - 50 - 40 - 60 - 60 - rest - 70 - 80: a row with several breaks; it yields 210 km.
  • 40 - 50 - rest - rest - 60 - 120 - rest: this row yields 180 km, since two or more rest cards in a row form a break.
  • 70 - rest - 80 - 100 - action - 110 - rest - 120: this row yields 230 km; the action card counts as a break.

2. The Cards

a. The Kilometer Counter

The kilometer counter determines the end of a stage:

  • With 2 players, the stage ends when 150 km or more lie in the kilometer counter (see also the start card).
  • With 3 players, the stage ends when 200 km or more lie in the kilometer counter (see also the start card).
  • With 4 players, the stage ends when 250 km or more lie in the kilometer counter (see also the start card).
  • With 5 players, the stage ends when 300 km or more lie in the kilometer counter (see also the start card).

In each round, all players, beginning with the start player, must place a card face down in the middle of the table. These cards are stacked on top of one another, and after the last card has been placed, they are turned over and carried out one by one, from top to bottom.

b. The Kilometer Cards (10 ... 120)

These cards stay face up in the middle of the table from round to round, until the end of the stage, and are continually added together. When the kilometer total reaches or exceeds the goal (for example, 250 km with 4 players), the stage ends.

Unlike on a player's own route, the kilometer cards in the kilometer counter do not have to be played in ascending order.

c. The Rest Cards (Petrol Station)

A rest card in the kilometer counter has no effect. It is placed on the discard pile without any further effect.

d. The Action Cards

There are four different action cards. Each is carried out immediately after it is turned over.

Lost cargo (-50) This card has the value -50 km and, like the kilometer cards, stays face up in the kilometer counter. It reduces the total by 50 km.

Tip: to keep an overview, this card is best offset against other cards so that it can be placed on the discard pile (for example, a -50 and a 50 can both be discarded).

Obstacle (-1) This card forces every player to remove the last card played on their own route and place it on the discard pile. The obstacle card is also placed on the discard pile.

Free passage (+1) All players must still play one more card from their hand onto their own route. Afterwards, the free passage card is placed on the discard pile.

Step on the gas (+2) All players must still play two cards from their hand onto their own route. Afterwards, the "step on the gas" card is placed on the discard pile.

3. Topping Up Hands

Only after all cards in the kilometer counter have been turned over and carried out does each player, beginning with the start player, top up their hand to 10. Then the start card passes to the player on the left, and the next round begins. Play therefore proceeds clockwise.

When the draw pile has been used up, the cards from the discard pile are shuffled well and laid out as the new draw pile.

End of a Stage

A stage ends when all cards in the kilometer counter have been turned over and carried out, and the kilometer total has then reached or exceeded the goal.

Tip: if the kilometer total is temporarily exceeded during a round, the stage does not end yet. All cards in the kilometer counter must be turned over and carried out.

After the stage ends, the start player turns over the cards of their own route. Their route is calculated and recorded. Then the next player turns over their cards and their own route is calculated, and so on.

All cards from the players' own routes and from the kilometer counter are then placed on the discard pile. Only the cards that a player holds in hand remain with that player. The players top up their hands again to 10, and a new stage can begin.

End of the Game

The game ends after the fifth stage. The player who has covered the most kilometers is the winner.